mirror of
https://github.com/GTAmodding/re3.git
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286 lines
8.6 KiB
C++
286 lines
8.6 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Lights.h"
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#include "Camera.h"
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#include "Weather.h"
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#include "World.h"
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#include "Collision.h"
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#include "Sprite.h"
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#include "Timer.h"
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#include "PointLights.h"
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int16 CPointLights::NumLights;
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CRegisteredPointLight CPointLights::aLights[NUMPOINTLIGHTS];
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void
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CPointLights::InitPerFrame(void)
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{
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NumLights = 0;
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}
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#define MAX_DIST 22.0f
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void
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CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows)
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{
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CVector dist;
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float distance;
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// The check is done in some weird way in the game
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// we're doing it a bit better here
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if(NumLights >= NUMPOINTLIGHTS)
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return;
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dist = coors - TheCamera.GetPosition();
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if(Abs(dist.x) < MAX_DIST && Abs(dist.y) < MAX_DIST){
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distance = dist.Magnitude();
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if(distance < MAX_DIST){
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aLights[NumLights].type = type;
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aLights[NumLights].fogType = fogType;
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aLights[NumLights].coors = coors;
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aLights[NumLights].dir = dir;
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aLights[NumLights].radius = radius;
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aLights[NumLights].castExtraShadows = castExtraShadows;
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if(distance < MAX_DIST*0.75f){
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aLights[NumLights].red = red;
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aLights[NumLights].green = green;
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aLights[NumLights].blue = blue;
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}else{
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float fade = 1.0f - (distance/MAX_DIST - 0.75f)*4.0f;
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aLights[NumLights].red = red * fade;
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aLights[NumLights].green = green * fade;
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aLights[NumLights].blue = blue * fade;
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}
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NumLights++;
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}
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}
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}
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float
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CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
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{
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int i;
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float ret;
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CVector dist;
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float radius, distance;
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ret = 1.0f;
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for(i = 0; i < NumLights; i++){
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if(aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS)
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continue;
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// same weird distance calculation. simplified here
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dist = aLights[i].coors - *objCoors;
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radius = aLights[i].radius;
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if(Abs(dist.x) < radius &&
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Abs(dist.y) < radius &&
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Abs(dist.z) < radius){
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distance = dist.Magnitude();
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if(distance < radius){
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float distNorm = distance/radius;
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if(aLights[i].type == LIGHT_DARKEN){
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// darken the object the closer it is
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ret *= distNorm;
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}else{
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float intensity;
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if(distNorm < 0.5f)
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// near enough
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intensity = 1.0f;
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else
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// attenuate
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intensity = 1.0f - (distNorm - 0.5f)*2.0f;
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if(distance != 0.0f){
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CVector dir = dist / distance;
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if(aLights[i].type == LIGHT_DIRECTIONAL){
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float dot = -DotProduct(dir, aLights[i].dir);
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intensity *= max((dot-0.5f)*2.0f, 0.0f);
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}
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if(intensity > 0.0f)
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AddAnExtraDirectionalLight(Scene.world,
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dir.x, dir.y, dir.z,
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aLights[i].red*intensity, aLights[i].green*intensity, aLights[i].blue*intensity);
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}
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}
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}
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}
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}
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return ret;
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}
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extern RwRaster *gpPointlightRaster;
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void
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CPointLights::RemoveLightsAffectingObject(void)
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{
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RemoveExtraDirectionalLights(Scene.world);
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}
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// for directional fog
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#define FOG_AREA_LENGTH 12.0f
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#define FOG_AREA_WIDTH 5.0f
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// for pointlight fog
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#define FOG_AREA_RADIUS 9.0f
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float FogSizes[8] = { 1.3f, 2.0f, 1.7f, 2.0f, 1.4f, 2.1f, 1.5f, 2.3f };
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void
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CPointLights::RenderFogEffect(void)
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{
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int i;
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float fogginess;
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CColPoint point;
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CEntity *entity;
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float xmin, ymin;
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float xmax, ymax;
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int16 xi, yi;
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CVector spriteCoors;
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float spritew, spriteh;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpPointlightRaster);
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for(i = 0; i < NumLights; i++){
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if(aLights[i].fogType != FOG_NORMAL && aLights[i].fogType != FOG_ALWAYS)
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continue;
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fogginess = aLights[i].fogType == FOG_ALWAYS ? 1.0f : CWeather::Foggyness;
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if(fogginess == 0.0f)
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continue;
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if(aLights[i].type == LIGHT_DIRECTIONAL){
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// TODO: test this. haven't found directional fog so far
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float coors2X = aLights[i].coors.x + FOG_AREA_LENGTH*aLights[i].dir.x;
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float coors2Y = aLights[i].coors.y + FOG_AREA_LENGTH*aLights[i].dir.y;
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if(coors2X < aLights[i].coors.x){
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xmin = coors2X;
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xmax = aLights[i].coors.x;
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}else{
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xmax = coors2X;
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xmin = aLights[i].coors.x;
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}
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if(coors2Y < aLights[i].coors.y){
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ymin = coors2Y;
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ymax = aLights[i].coors.y;
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}else{
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ymax = coors2Y;
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ymin = aLights[i].coors.y;
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}
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xmin -= 5.0f;
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ymin -= 5.0f;
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xmax += 5.0f;
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ymax += 5.0f;
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for(xi = (int16)xmin - (int16)xmin % 4; xi <= (int16)xmax + 4; xi += 4){
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for(yi = (int16)ymin - (int16)ymin % 4; yi <= (int16)ymax + 4; yi += 4){
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// Some kind of pseudo random number?
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int r = (xi ^ yi)>>2 & 0xF;
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if((r & 1) == 0)
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continue;
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// Check if fog effect is close enough to directional line in x and y
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float dx = xi - aLights[i].coors.x;
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float dy = yi - aLights[i].coors.y;
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float dot = dx*aLights[i].dir.x + dy*aLights[i].dir.y;
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float distsq = sq(dx) + sq(dy);
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float linedistsq = distsq - sq(dot);
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if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
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CVector fogcoors(xi, yi, aLights[i].coors.z + 1.0f);
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if(CWorld::ProcessVerticalLine(fogcoors, fogcoors.z - 20.0f,
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point, entity, true, false, false, false, true, false, nil)){
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// Now same check again in xyz
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fogcoors.z = point.point.z + 1.3f;
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// actually we don't have to recalculate x and y, but the game does it that way
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dx = xi - aLights[i].coors.x;
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dy = yi - aLights[i].coors.y;
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float dz = fogcoors.z - aLights[i].coors.z;
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dot = dx*aLights[i].dir.x + dy*aLights[i].dir.y + dz*aLights[i].dir.z;
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distsq = sq(dx) + sq(dy) + sq(dz);
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linedistsq = distsq - sq(dot);
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if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){
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float intensity = 158.0f * fogginess;
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// more intensity the smaller the angle
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intensity *= dot/Sqrt(distsq);
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// more intensity the closer to light source
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intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH);
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// more intensity the closer to line
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
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float size = FogSizes[r>>1];
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * size, spriteh * size,
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aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
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intensity, 1/spriteCoors.z, rotation, 255);
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}
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}
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}
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}
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}
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}
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}else if(aLights[i].type == LIGHT_POINT || aLights[i].type == LIGHT_FOGONLY || aLights[i].type == LIGHT_FOGONLY_ALWAYS){
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if(CWorld::ProcessVerticalLine(aLights[i].coors, aLights[i].coors.z - 20.0f,
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point, entity, true, false, false, false, true, false, nil)){
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xmin = aLights[i].coors.x - FOG_AREA_RADIUS;
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ymin = aLights[i].coors.y - FOG_AREA_RADIUS;
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xmax = aLights[i].coors.x + FOG_AREA_RADIUS;
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ymax = aLights[i].coors.y + FOG_AREA_RADIUS;
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for(xi = (int16)xmin - (int16)xmin % 2; xi <= (int16)xmax + 2; xi += 2){
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for(yi = (int16)ymin - (int16)ymin % 2; yi <= (int16)ymax + 2; yi += 2){
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// Some kind of pseudo random number?
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int r = (xi ^ yi)>>1 & 0xF;
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if((r & 1) == 0)
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continue;
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float dx = xi - aLights[i].coors.x;
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float dy = yi - aLights[i].coors.y;
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float lightdist = Sqrt(sq(dx) + sq(dy));
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if(lightdist < FOG_AREA_RADIUS){
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dx = xi - TheCamera.GetPosition().x;
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dy = yi - TheCamera.GetPosition().y;
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float camdist = Sqrt(sq(dx) + sq(dy));
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if(camdist < MAX_DIST){
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float intensity;
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// distance fade
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if(camdist < MAX_DIST/2)
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intensity = 1.0f;
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else
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intensity = 1.0f - (camdist - MAX_DIST/2) / (MAX_DIST/2);
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intensity *= 132.0f * fogginess;
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// more intensity the closer to light source
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intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
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CVector fogcoors(xi, yi, point.point.z + 1.6f);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x3FFF;
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float size = FogSizes[r>>1];
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CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * size, spriteh * size,
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aLights[i].red * intensity, aLights[i].green * intensity, aLights[i].blue * intensity,
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intensity, 1/spriteCoors.z, rotation, 255);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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